Ride the SAVAGE Motorcycle-Samurai Highway!

Hello fellow Savages! A number of you have been routed this way from the Pinnacle Website, and I want to introduce myself and the new game. I’m N. Phillip Cole, creator of Motobushido, the Motorcycle-Samurai Roleplaying game. Back in 2014 I had the pleasure of sitting with Shane Hensley on a design panel at a local convention here in Portland, OR, where he was attending as one of our guests of honor. I managed to fanboyishly slip a copy of my original Motobushido game book into his hands, and shortly after he approached me about the possibility of writing a brand new Savage Worlds version of that game. Cue my head exploding of awesome!

Thus was born Motobushido: Crimson Blossoms, a 100% Savaged reimagining of those motorcycle-riding samurai adventures, now with a fully-detailed setting. The Crimson Isles are lands steeped in ancestral conquest and inner turmoil, inspired by history and folktalkes of Japan and the nearby mainlands. Following the honorable Old Ways of a fallen empire, the samurai-biker motobushi have been pushed into the far Fringes of the Isles by the new Dominion that rules over all with an oppressive steel gauntlet. It’s Seven Samurai meets Sons of Anarchy with an entirely new take on samurai heroics.

Motobushido: Crimson Blossoms currently exists as three fully-written books that now need a final round of end-stage playtesting. Initially conceived as an official Pinnacle product, we’ve decided to skip ahead of the release cycle by returning it to my own domain as an officially-licensed Savage Worlds setting. Over 100k+ words have been written, including a Player’s Guide, a Companion book and Plot Point Campaign, and a new illustrated GM screen and accompanying adventure.

The best part is that the books are 100% written. The cover art is complete, the internal art mostly done, and the layout templates are nearing finalization. The fabulous team at Pinnacle has gone above and beyond so far, and now it’s time to bring in the community. I’ve been playtesting this setting for three years now, and I’m hoping to bring other groups into the mix for your valuable input – and some sweet playtester credits in print!

If you’re interested and want to know more about the setting and its current draft, drop a comment here, and we’ll get you in on that playtesting action. You can also join the official Alliterated Game Discord server and chat me and others up at any time. And my deepest thanks for your interest and support!

.NPC.

“MotoBushido struck me as something clever and original right from the start. After meeting Nathanael I knew he and the game itself would make a great addition to our family and we quickly struck a deal. The problem is Pinnacle’s growing pains. We’ve got too many projects on the plate now and I couldn’t in good conscience make Nathanael wait for a slot in our packed production schedule any longer. And to be honest, I just want to play it. The best way to do right by Nathanael and get the game out there is to put it back in his capable hands with the full support of our staff to get it done and out in the world… where I can play it!”

Shane Hensley, 2017

Savage Worlds Motobushido is Officially Seeking Playtesters!

(I posted this earlier today directly to the original Kickstarter page, but with an official announcement pending I am putting this post up as an official rally point.)

Hello folks! So a while back, I got contracted to write a Savage Worlds version of Motobushido for Pinnacle. To make a long story short, that version (three books!) is now completely written, back under my domain and direction as a licensed Savage Worlds release, and is being geared up for an actual public release.

This is a completely new campaign setting and extended rules set for Savage Worlds, inspired by but not tired to the original Motobushido game. The new books feature all new layout and art. The original Motobushido artist Rick Marcks is back with a huge heap of brand new artwork, bringing back that faux ukiyo-e style that made the original game so visually astounding. And this edition brings two new covers and a full Savage Worlds GM Screen, all illustrated by Jeremy Wilson.

As we near completion of the final product, I am in desperate need of external playtesters. I need people that are not me to read the books, run them, and give me feedback on the setting, the writing style, and most of all: the mechanics.

Is your gaming group well-versed in Savage Worlds? Do you have a strong interest in playtesting the Completely Written and Ready for Layout books? Do you want to provide feedback on them, and get recognized playtester credit in the final print? If so, comment here, or message me directly! I’ll get back to you one on one, and hook you up with the details of our playtest distribution and discussion forum (I’m currently using a private Google Plus Community for playtest discussion and feedback).

And to provide some teaser inspiration, here’s a sample of the cover art for the new book!

cb cover

And here’s some of the new art from Rick, too!

rick_convoy

rick_dominion

Friday Excitement 2016-05-13

With this post I’m bringing back an old positivity exercise I used to practice, with the hope of using it as an ongoing tool for inspiration. So let’s talk about some things that I’m currently excited about!

First off, I’ll be spending this weekend at the third annual occurrence of the PDXAGE (Portland Analog Gaming Event) convention. PDXAGE is the newest convention-style event here in the Portland metro area, and is growing every year. While it’s mostly board-and-card game focused, there’s a growing RPG section and I’m happy to be a part of it. I’ll have a few of our CelStyle games with me to demo, as well as a fresh printed copy of Beyond the Wall for anyone interested in a pickup game. I’m really excited to see more gaming cons taking root in this city, so come check it out this weekend!

Speaking of CelStyle, the old website for our anime-inspired design collective either got hacked or got swiped, I’m not entirely sure of the details. I’m not excited about that at all, but I am pretty excited about taking the old site and starting something new. Look forward to a new site, a new domain, and a renewed stream of content in the coming weeks and more. Continue reading

End-of-Week Notes 5-14-2010: The Baseball Bat of Justice

Just a small handful of things spring to mind in review of this week. Two nights ago I started up a new Fallout 3 game, this time with the intention of playing it like a true Wastelander. That means: not hoarding every single thing I find back in my locker at Megaton, foraging as I go, using only the weapons I can scavenge and maintain as I go, dropping what I can’t carry, and leaving small caches of equipment stashed here and there. This time my name is Shrike, a no-nonsense tough bitch from Vault 101, self-proclaimed protector of Megaton and its environs following the unfortunate violent death of its previous sheriff, the late Lucas Simms1.

So far, my quest has been well-fought but hard-won. I’ve lost a few circumstantial allies on occasion, including a poor scavenger who got caught in the crossfire when those no-good Talon Merc goons jumped me, but thankfully, word is getting out: Shrike’s gunning for the bad guys, and the bad guys be scared. Just last night I donned my favorite leather jacket2, pumped myself up on Buffout and MedX, and took out an entire clutch of nasty Raiders using only a Louisville Slugger I had affectionately named Pablo. I barely had time to catch my breath as I led my assault, needing to take them out with as much celerity as possible so as to maximize the effectiveness of my chemically-skyrocketed battle prowess. I charged through their compound – one insultingly forged out of the ruins of an old elementary school – and wiped their filthy souls from the planet with minimal injury. Then I slept off my wounds in their own beds, dragged their bodies into a central heap, peed on their dead leader’s corpse, and set them all ablaze with their own flamethrower before leaving the next morning.

I fucking hate Raiders.

What’s next for Shrike? Word is there’s some “family” of villains terrorizing the poor nearby settlement of Arefu. An easy-on-the-eyes dame named Lucy ain’t seen or heard from her folks up there in quite some time. As the new sheriff of these parts, I reckon it’s ’bout time I let these cheeky bastards know who’s now in charge ’round here. Time to go give this family a taste of the Baseball Bat o’ Justice. Pablo’s a close talker, a real social type.

This past Monday night saw another session of my weekly Savage Worlds game. I’ve become a bit slack with this game, owing in no small part to the increasing difficulty of me running games on Monday nights. This campaign’s days are acknowledgedly numbered, but thankfully this most recent session really got my blood pumping again. I eagerly await the ending few sessions of the series, in part because gaming on Mondays is takings its toll on me, but mostly because I really want to know what happens next. The beauty of running this game largely from the seat of my pants is that when it gets me, it really gets me, and I’m as eager to know the future as the players are. I’ll wait a few more sessions before I post things in detail, though.

I’ll end this post with a little idea: Iron Kingdoms, done with Warhammer FRP 3rd Edition. I think it would rock.

Footnotes

1 PS: thanks for the bitchin’ coat and hat, Luke. RIP
2 Tunnel Snakes rule! *shove*

Savage Worlds House Rule: Monkey Knife Fight!

I’d like to showcase a house rule that I’ve started using in all my Savage Worlds campaigns. It’s called the “Monkey Knife Fight.” My buddy Chris showed me this simple and fun time-wasting game a while back, and I’ve found that with a little bit of tweaking to the original method it works exceptionally well in combat for those times when groups of mooks and henchmen are fighting one another (usually while the main PCs are engaged in their own fights). Here’s how it works:

  1. Count the number of fighters on each side, and set a single die down for each fighter. The die should equal their relative combat skill die (Fighting or Shooting).
  2. Each side rolls all their dice at once. For each die that rolls a 4 or higher, remove the smallest die from your opponent’s dice pool. For each die that rolls a 1, remove that die from your own dice pool.
  3. Repeat each round until one side wins or retreats, or the combat is otherwise resolved.

Should the story’s direct focus ever actually move to either side of this conflict, however, it is then handled as per normal rules. Meaning, if it ever actually becomes important to handle the combat with a more hands-on method, then by all means, abandon the Monkey Knife Fight and roll the dice as normal.